EverDrive Forum

General => EverDrive N8 => Topic started by: SkinnyV on March 21, 2013, 06:49 PM

Title: Feature request
Post by: SkinnyV on March 21, 2013, 06:49 PM
What features would you like the Everdrive N8 to have with a future update? Here's mine:

- Ability to config whether to use A or B to select option (to me the current button mapping doesn't feel natural, I'm so used to select thing with A)

- Support for the new INL-ROM Multi-discrete mapper so that future homebrews compilation can be played

- Visual cue (different color) as to which game are using unsupported mapper while browsing (would probably be difficult I know)

- ines 2.0 support After testing a few rom, it seem that NES 2.0 header are already supported!
Title: Re: Feature request
Post by: Majestic_Lizard on March 22, 2013, 06:43 AM
The ability to play Star Tropics I & II (with sound).

Experimental mapper for MMC5 support (I have no idea if that is possible).

Ability to select a game genie code as a text file instead of typing it in with the A, B, Select buttons.


Title: Re: Feature request
Post by: dvd2vcd on March 22, 2013, 10:19 PM
save states :)
Title: Re: Feature request
Post by: Nudua on March 22, 2013, 11:29 PM
save states :)
Agreed.
Title: Re: Feature request
Post by: Yggdrizzle on March 22, 2013, 11:57 PM
save states :)

Yup.
Title: Re: Feature request
Post by: arcade on April 06, 2013, 02:40 AM
I'd love to have an option for PPU-related palettes:

Option #1: Original Famicom PPU Palette [load roms as usual]
Option #2: .vs RGB PPU (RC2C03B) Palette [patches the roms' palette]

That would be so great.
All games would look like they were supposed to on RGB-modded systems.

Here's something that looks useful for this:
http://www.raphnet.net/electronique/nes_vs/nes_vs_en.php?section_id=10
Title: Re: Feature request
Post by: SkinnyV on April 06, 2013, 04:17 AM
What you are hoping for is not possible with just a flashcart. You would need to individually patch each games to replace problematic color with the closest available one and the palette is inside the PPU so the everdrive can not just replace it.
Title: Re: Feature request
Post by: Redifer on April 06, 2013, 06:17 AM
What is so troublesome about the MMC5 that makes it impossible to support? Is it really that powerful? Castlevania 3 doesn't seem that impressive. Has anyone in the history of humankind ever been able to figure out the complex riddle from the gods that is the MMC5? Is the MMC5 more powerful than the Genesis?
Title: Re: Feature request
Post by: stonie on April 06, 2013, 06:22 AM
soft reset back to menu maybe, i'm not hoping for it though i know my MD don't do it lol
Title: Re: Feature request
Post by: SkinnyV on April 06, 2013, 07:53 AM
What is so troublesome about the MMC5 that makes it impossible to support? Is it really that powerful? Castlevania 3 doesn't seem that impressive. Has anyone in the history of humankind ever been able to figure out the complex riddle from the gods that is the MMC5? Is the MMC5 more powerful than the Genesis?

It is not impossible to support, Powerpak and emulator support it to a certain extent. Of course you can get away with more thing on an emulator contrary to running something inaccurate on a real NES/Famicom. Castlevania 3 doesn't really exploit the MMC5 to it's full capacity though and the little it use was implemented on the Powerpak to make it playable. The thing about MMC5 is that it is a very powerful ASIC, much more than any other NES mapper and it is basically it's own micro-controller. Not everything is known about it yet as it wasn't fully reversed engineered. At some point someone will get tired and will pay to have it de-capped and we'll know everything about it to have accurate emulation/simulation. Actually, I remember that there was someone before planning on doing just that but I guess it fell through as we didn't hear about it for a while now. But until then, smart people will have to continue poking at the chip and try to figure out all it's secret the good old fashion way. But I wouldn't be surprised if Krikzz suddenly come out with preliminary mapper support for it at some point, there is enough information about that chip to simulate it with the Everdrive N8 FPGA and make a few games playable (albeit not completely accurately).
Title: Re: Feature request
Post by: Majestic_Lizard on April 06, 2013, 11:43 AM
What is so troublesome about the MMC5 that makes it impossible to support? Is it really that powerful? Castlevania 3 doesn't seem that impressive. Has anyone in the history of humankind ever been able to figure out the complex riddle from the gods that is the MMC5? Is the MMC5 more powerful than the Genesis?

It is not impossible to support, Powerpak and emulator support it to a certain extent. Of course you can get away with more thing on an emulator contrary to running something inaccurate on a real NES/Famicom. Castlevania 3 doesn't really exploit the MMC5 to it's full capacity though and the little it use was implemented on the Powerpak to make it playable. The thing about MMC5 is that it is a very powerful ASIC, much more than any other NES mapper and it is basically it's own micro-controller. Not everything is known about it yet as it wasn't fully reversed engineered. At some point someone will get tired and will pay to have it de-capped and we'll know everything about it to have accurate emulation/simulation. Actually, I remember that there was someone before planning on doing just that but I guess it fell through as we didn't hear about it for a while now. But until then, smart people will have to continue poking at the chip and try to figure out all it's secret the good old fashion way. But I wouldn't be surprised if Krikzz suddenly come out with preliminary mapper support for it at some point, there is enough information about that chip to simulate it with the Everdrive N8 FPGA and make a few games playable (albeit not completely accurately).

I know the hardware is different... However, the only differences I noticed with Castlevania III and the Japanese version (outside of the sound) is that some of the sprites are different. The NES version has the fleaman, where the Japanese version has little devils. The Zombies are also different in the US version than the Japanese version. I'd be happy if someone just made a hack and switched a few of the sprites and the title screens. Then you would basically have the US version, but with better sound.
Title: Re: Feature request
Post by: SkinnyV on April 06, 2013, 06:54 PM
There's already a translation of the japanese version of Castlevania 3, but it doesn't switch back the few gameplay difference between the 2.
Title: Re: Feature request
Post by: Redifer on April 07, 2013, 01:39 AM
Thanks for the lowdown on the MMC5 SkinnyV. Are there any games that actually take advantage of some of the more advanced things it can do?
Title: Re: Feature request
Post by: SkinnyV on April 07, 2013, 05:28 AM
Thanks for the lowdown on the MMC5 SkinnyV. Are there any games that actually take advantage of some of the more advanced things it can do?

It's capability wouldn't be so obvious to anyone but developer, contrary to game using special chip on the SNES for example. It is mostly used in complex Koei strategy game and other japanese exclusive. Off the top of my head I remember Just Breed using a lot of the extended capability offered by the MMC5. But as I said, it wouldn't be jumping in your face like playing Super Mario World and then switching to Star Fox on the SNES where the addition of the Super-FX would be very noticeable visually.
Title: Re: Feature request
Post by: wolfpacleader1986 on April 07, 2013, 06:22 AM
To go with what you said SkinnyV, the MMC5 was mostly used, outside of Castlevania III, in Koei strategy games.

One such instance is Uncharted Waters, which I would hope works on the Everdrive one day as I used to play the CRAP out of as a kid. Sure, I can always play the Genesis version, but it's not the same to me. As for Castlevania III, DEFINITELY go with the translated Japanese version. The sound is better, the sprites aren't censored, the animation is better. It's SUPERIOR and best yet, it's confirmed working on the Everdrive!
Title: Re: Feature request
Post by: Troyus on April 08, 2013, 02:11 AM
The ability to display game snaps for each game in the background as you scroll through the games (like my arcade machine does)
I have a screenshot or 'snap' for just about every nes, snes, megadrive, mastersystem, n64 etc etc in 320x240 resolution and it would be cool if these could be on the sd card and display as the games are scrolled through. This feature for all versions is requested as well :)
Title: Re: Feature request
Post by: SkinnyV on April 08, 2013, 04:32 AM
The ability to display game snaps for each game in the background as you scroll through the games (like my arcade machine does)
I have a screenshot or 'snap' for just about every nes, snes, megadrive, mastersystem, n64 etc etc in 320x240 resolution and it would be cool if these could be on the sd card and display as the games are scrolled through. This feature for all versions is requested as well :)

While it would certainly be cool, it is not possible on the nes/famicom unfortunatly.
Title: Re: Feature request
Post by: dvd2vcd on April 08, 2013, 05:45 AM
im sure a menu with snaps would be possible for this, it uses a Cyclone II FPGA just like the mega ed, only krikzz would know and i bet chilly willy would know how to make one :)
Title: Re: Feature request
Post by: SkinnyV on April 08, 2013, 05:55 AM
It's impossible, the FPGA can't be used to display graphic on the Everdrive N8, the NES/Famicom is the one handling the menu code and graphic display and this is simply something that can't be done. It is already quite a feat that Krikzz managed to add SD card file sorting to the menu, this might look trivial but it is hard to do this fast enough on a console like the NES.
Title: Re: Feature request
Post by: dvd2vcd on April 08, 2013, 05:58 AM
ahh :(
Title: Re: Feature request
Post by: Troyus on April 08, 2013, 06:57 AM
What about the other everdrives?
I have the mega drive md, n64 and nes on the way and waiting on stock of the snes one so I'm. Keen for all if possible.

Usually how these things work is that if you pause for a few seconds on a title, the the pic will load to save resources.

On a side note my mame machine has little videos playing of the games when you stop on it. Pretty cool but I don't want to play the console games on there as it is not the same
Title: Re: Feature request
Post by: SkinnyV on April 08, 2013, 07:41 AM
Some other Everdrive could possibly have such a snapshot feature added (would be a lot of work for Krikzz though :) ). The N64 version might be able to pull it off for example. It really got more to do with the console it is running on more than anything.
Title: Re: Feature request
Post by: Troyus on April 08, 2013, 09:21 AM
Thanks skinny
It's just a idea/ wish of course, not a deal breaker by any means
Title: Re: Feature request
Post by: magnus87 on April 09, 2013, 05:44 PM
@Troyus

Great idea but Its a Famicom, not a PSX

It need to be more simple menu like to....

Costumize fonts colour
Costumize sounds

in another words, like to a pirate multicart

(http://coolrom.com/screenshots/nes/110-in-1.jpg)
(http://farm9.staticflickr.com/8388/8634065733_4a30f1dccc_z.jpg)

3 diferent (roms) menu styles
http://www.sendspace.com/file/ml9lrn